keith ng - gamification in asia: opportunities and lessons

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Gamification in Asia: Opportunities and Lessons keith ng, co-founder & ceo

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Asia is the world's largest and most populous continent -- and also a source for much of our global gaming culture. But how is gamification taking hold across diverse countries, ages and industries? What unique and interesting design patterns can we extrapolate and learn from? Join Gametize founder Keith Ng as he brings out a handful of the most interesting gamification examples from Asia, along with concrete lessons on what we can learn from them.

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Page 1: Keith Ng - Gamification in Asia: Opportunities and Lessons

Gamification in Asia: Opportunities and Lessons keith ng, co-founder & ceo

 

Page 2: Keith Ng - Gamification in Asia: Opportunities and Lessons

“who are we?”

@keizng | @gametize

Page 3: Keith Ng - Gamification in Asia: Opportunities and Lessons
Page 4: Keith Ng - Gamification in Asia: Opportunities and Lessons

Twitter Game

§  Simply tweet anything and mention @keizng or @gametize with #gsummit

§  Each tweet/RT is a chance (5 max each).

§  5 lucky winners will get US$1,000 worth of credits on GameMaki.com

§  Best tweet will get win a white-label mobile app powered by GameMaki worth US$10,000

§  No Twitter!? Drop [email protected] a note– that’s one chance!

Page 5: Keith Ng - Gamification in Asia: Opportunities and Lessons

“Gamification in Asia?”

@keizng | @gametize

Page 6: Keith Ng - Gamification in Asia: Opportunities and Lessons

Why do you care about Asia?

You are in a global company, and want to engage the workforce in Asia

You want to/already have customers in Asia, and you want to engage them

Let’s keep to China, Korea, Vietnam, and Singapore

@keizng | @gametize

Page 7: Keith Ng - Gamification in Asia: Opportunities and Lessons

Why should you care about Asia? By 2011, there were 485 million Internet users in China, spending 1.3 billion hours in total on the Internet daily

Over 100 million gamers in China that brands can engage through gamification

*Source: Emre Tunchilek, December 9, 2012, “The Great Wall of Gamification: Rapid Emergence of a Viral Concept in China”

China will account for half of the world’s online and mobile game market by 2014

@keizng | @gametize

Page 8: Keith Ng - Gamification in Asia: Opportunities and Lessons

Opportunities in Asia

Mobile marketing budget to grow 150% by 2013 §  16.5% of mobile users spent over

$100 in app stores

§  68% of Taiwanese have used cell phones in a toilet

- Solid Revenue Prospects, 2013

@keizng | @gametize

Singapore set to be world’s second-biggest gaming hub and overtake Las Vegas with US$5.7 billion revenue in 2011 - CNA

“Employee Tech-based learning is leap-frogging more

traditional distance learning methods, and is enabled by a

strong engagement in social media and one of the

highest usages of mobile Smartphones, Tablets and Mini-Tablets in the world”

- Cegos, 2012

Spend on private tutoring Japan: US$12 Billion (2010) Singapore : US$680million (2008)

Page 9: Keith Ng - Gamification in Asia: Opportunities and Lessons

@keizng | @gametize

Page 10: Keith Ng - Gamification in Asia: Opportunities and Lessons

@keizng | @gametize

Relevance to Gamification? I’ll say yes, but you decide

Page 11: Keith Ng - Gamification in Asia: Opportunities and Lessons

“Ok, does it work in Asia then?”

@keizng | @gametize

Page 12: Keith Ng - Gamification in Asia: Opportunities and Lessons

@keizng | @gametize

Qoo10.sg / Gmarket.co.kr

Case Study

Page 13: Keith Ng - Gamification in Asia: Opportunities and Lessons

@keizng | @gametize

Mediacorp Club

Case Study

Page 14: Keith Ng - Gamification in Asia: Opportunities and Lessons

@keizng | @gametize

FameMark.com

Case Study

Page 15: Keith Ng - Gamification in Asia: Opportunities and Lessons

@keizng | @gametize

Diablo 3 Launch in Singapore

Case Study

Page 16: Keith Ng - Gamification in Asia: Opportunities and Lessons

@keizng | @gametize

Diablo 3 Launch in Singapore

Case Study

Page 17: Keith Ng - Gamification in Asia: Opportunities and Lessons

@keizng | @gametize

Tiger Beer (The Big Game)

Case Study

Page 18: Keith Ng - Gamification in Asia: Opportunities and Lessons

@keizng | @gametize

Standard Chartered Bank: Mission Digitization

Case Study

Page 19: Keith Ng - Gamification in Asia: Opportunities and Lessons

Standard Chartered Bank: Mission Digitization

Case Study

Interactive Challenges !

Competitive Spirit!

Instantaneous Feedback!

Earning Rewards!

@keizng | @gametize

Page 20: Keith Ng - Gamification in Asia: Opportunities and Lessons

Some lessons/observations

§  Badges/ virtual items are insufficient to engage audience (Foursquare did not replicate success here)

§  Extrinsic rewards upfront are pertinent to the experience

§  Choice of channels varies for different countries. Multiple channels are necessary if targeting multiple regions

§  Employee engagement and training are evidently more painful than consumer engagement (marketers often rely on immature KPIs such as Facebook like)

§  Gamification can be a big distinctive advantage for now with little adoption and knowledge (growing gradually though)

@keizng | @gametize

Page 21: Keith Ng - Gamification in Asia: Opportunities and Lessons

@keizng | @gametize

We learnt and developed these

Page 22: Keith Ng - Gamification in Asia: Opportunities and Lessons

Twitter Game

§  Simply tweet anything and mention @keizng or @gametize with #gsummit

§  5 lucky winners will get US$1,000 worth of credits on GameMaki.com

§  Best tweet will get win a white-label mobile app powered by GameMaki worth US$10,000

§  No Twitter!? Drop [email protected] a note– that’s one chance!

@keizng